307 lines
9.2 KiB
C++
307 lines
9.2 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : Combat *
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* *
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* $Archive:: /Commando/Code/Combat/sakurabossgameobj.h $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 10/26/01 10:36a $*
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* *
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* $Revision:: 18 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef __SAKURABOSS_GAMEOBJ_H
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#define __SAKURABOSS_GAMEOBJ_H
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#include "vehicle.h"
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#include "damage.h"
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#include "pilot.h"
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#include "path.h"
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////////////////////////////////////////////////////////////////
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// Forward declarations
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////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////
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//
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// SakuraBossGameObjDef
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//
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////////////////////////////////////////////////////////////////
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class SakuraBossGameObjDef : public VehicleGameObjDef
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{
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public:
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DECLARE_EDITABLE (SakuraBossGameObjDef, VehicleGameObjDef);
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////////////////////////////////////////////////////////////////
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// Public constructors/destructors
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////////////////////////////////////////////////////////////////
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SakuraBossGameObjDef (void);
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~SakuraBossGameObjDef (void);
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////////////////////////////////////////////////////////////////
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// Public methods
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////////////////////////////////////////////////////////////////
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uint32 Get_Class_ID (void) const;
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PersistClass * Create (void) const;
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bool Save (ChunkSaveClass &csave);
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bool Load (ChunkLoadClass &cload);
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const PersistFactoryClass & Get_Factory (void) const;
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protected:
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////////////////////////////////////////////////////////////////
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// Protected methods
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////////////////////////////////////////////////////////////////
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void Save_Variables (ChunkSaveClass &csave);
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void Load_Variables (ChunkLoadClass &cload);
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////////////////////////////////////////////////////////////////
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// Protected member data
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////////////////////////////////////////////////////////////////
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DefenseObjectDefClass RocketsDefense;
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int GattlingGunDefID;
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int RocketLauncherDefID;
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int GattlingGunRevSoundDefID;
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int RocketDestroyedExplosionID;
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int RocketDoorOpenSoundID;
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////////////////////////////////////////////////////////////////
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// Friends
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////////////////////////////////////////////////////////////////
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friend class SakuraBossGameObj;
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};
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////////////////////////////////////////////////////////////////
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//
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// SakuraBossGameObj
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//
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////////////////////////////////////////////////////////////////
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class SakuraBossGameObj : public VehicleGameObj
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{
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public:
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////////////////////////////////////////////////////////////////
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// Public constructors/destructors
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////////////////////////////////////////////////////////////////
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SakuraBossGameObj (void);
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~SakuraBossGameObj (void);
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////////////////////////////////////////////////////////////////
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// Public methods
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////////////////////////////////////////////////////////////////
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//
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// Definitions
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//
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virtual void Init( void );
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void Init (const SakuraBossGameObjDef &definition);
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const SakuraBossGameObjDef & Get_Definition (void) const;
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//
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// From save/load
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//
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bool Save (ChunkSaveClass & csave);
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bool Load (ChunkLoadClass & cload);
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void On_Post_Load (void);
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const PersistFactoryClass & Get_Factory (void) const;
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//
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// Think
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//
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void Think (void);
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void Apply_Control (void);
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//
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// Muzzle override
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//
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const Matrix3D & Get_Muzzle (int index = 0);
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//
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// Damage
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//
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virtual void Apply_Damage_Extended( const OffenseObjectClass & offense,
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float scale = 1.0f,
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const Vector3 & direction = Vector3( 0,0,0 ),
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const char * collision_box_name = NULL );
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//
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// Occupant control
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//
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bool Is_Entry_Permitted (SoldierGameObj * /*p_soldier*/) { return false; }
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//
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// Network support
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//
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//void Import_Frequent (BitStreamClass &packet);
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//void Export_Frequent (BitStreamClass &packet);
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protected:
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////////////////////////////////////////////////////////////////
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// Protected methods
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////////////////////////////////////////////////////////////////
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void Save_Variables (ChunkSaveClass &csave);
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void Load_Variables (ChunkLoadClass &cload);
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void Blow_Off_Weapon (int weapon_id);
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void Open_Rocket_Launchers (bool onoff);
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bool Are_Rocker_Launchers_Ready (void);
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//
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// Rocket launcher state management
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//
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void Set_Rocket_State (int new_state);
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void Update_Rocket_State (void);
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//
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// Gatling gun state management
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//
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void Set_Gattling_Gun_State (int new_state);
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void Update_Gattling_Gun_State (void);
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//
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// Sakura state management
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//
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void Set_Sakura_State (int new_state);
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void Update_Sakura_State (void);
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//
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// Vehicle state management
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//
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void Set_Vehicle_State (int new_state);
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void Update_Vehicle_State (void);
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//
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// Overall state management
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//
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void Set_Overall_State (int new_state);
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void Decide_New_Overall_State (void);
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bool Should_Change_Overall_State (void);
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void Update_Overall_State (void);
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void Request_Overall_State (int new_state);
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void Update_Decision_Data (void);
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//
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// Attack control
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//
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void Attack_Target (float rocket_priority, float gattling_priority);
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void Stop_Attacking (void);
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//
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// Target management
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//
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void Update_Target (void);
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SoldierGameObj * Find_Closest_Human_Player (void);
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//
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// Movement helper functions
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//
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void Move_To_Location (const Vector3 &pos, float speed = 0.75F);
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void Do_Waypath (int waypath_id, int start_id = -1, int end_id = -1);
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//
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// Taunt control
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//
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void Shuffle_Taunt_List (void);
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//
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// Tilt control
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//
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void Update_Tilt (void);
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private:
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////////////////////////////////////////////////////////////////
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// Private constants
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////////////////////////////////////////////////////////////////
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enum
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{
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MAX_TAUNTS = 6
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};
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////////////////////////////////////////////////////////////////
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// Private member data
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////////////////////////////////////////////////////////////////
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int AvailableWeapons;
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int OverallState;
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int NextOverallState;
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bool FaceTargetInTransition;
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int RocketLauncherState;
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int GattlingGunState;
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int SakuraState;
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int VehicleState;
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DefenseObjectClass LeftRocketDefenseObject;
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DefenseObjectClass RightRocketDefenseObject;
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GameObjReference LastDamager;
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GameObjReference CurrentTarget;
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Vector3 MoveToLocation;
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float GattlingGunStateTimeLeft;
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float SakuraTauntTimeLeft;
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float RocketLauncherStateTimeLeft;
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float OverallStateTimeLeft;
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float TargetTimeLeft;
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//
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// Decision information
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//
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float CurrentHealth;
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float TargetAngle;
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Vector3 TargetPos;
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bool IsAttacking;
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WeaponClass * GattlingGun;
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WeaponClass * RockerLauncherLeft;
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WeaponClass * RockerLauncherRight;
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Matrix3D CurrentMuzzleTM;
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int CurrentMuzzleIndex;
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PilotClass Pilot;
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PathClass * Path;
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int TauntList[MAX_TAUNTS];
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int AvailableTaunts;
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float TiltAngle;
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int ChopperTiltBoneIndex;
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};
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#endif //__SAKURABOSS_GAMEOBJ_H
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